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laodu

Posted

es, it has a modified name and skin,

laodu

Posted

If it could support searching for items in inventory through the "Text" tag, that would be perfect.

MTriper

Posted

4 minutes ago, laodu said:

es, it has a modified name and skin,

Screenshot.png.0cf311812812635c8f0ec9bcb065ea36.png

laodu

Posted

2 minutes ago, MTriper said:

截图.png.0cf311812812635c8f0ec9bcb065ea36.png

You have been unable to understand my meaning. Can I contact you on Discord?

laodu

Posted

{
"Resource name [required]": "M249•『LV10』",
"Use this resource in ingredients?": true,
"Resource shortname [required]": "lmg.m249",
"Resource skinId": 0,
"Resource Text":null,
"Required quantity for crafting": 1,
"Return an item with the default name (true) or the above name (false)?": true
},

"Resource Text":null,

If we could add a "Text" as the first criterion to search for items in the player's inventory, that would be the most perfect.

MTriper

Posted

5 minutes ago, laodu said:
{
"Resource name [required]": "M249•『LV10』",
"Use this resource in ingredients?": true,
"Resource shortname [required]": "lmg.m249",
"Resource skinId": 0,
"Resource Text":null,
"Required quantity for crafting": 1,
"Return an item with the default name (true) or the above name (false)?": true
},

"Resource Text":null,

If we could add a "Text" as the first criterion to search for items in the player's inventory, that would be the most perfect.

What plugin are you using for custom weapons?

laodu

Posted (edited)

I have my own weapon plugin, which is customized for weapons using "item Text": Lv10.

"Resource Text":Lv10,

 

 

Edited by laodu
MTriper

Posted

5 minutes ago, laodu said:

I have my own weapon plugin, which is customized for weapons using "item Text": Lv10.

"Resource Text":Lv10,

 

 

Then tell me what the “Text” parameter is? What class does it belong to (Item, ItemDefinition or other)?

laodu

Posted

3 minutes ago, MTriper said:

Then tell me what the “Text” parameter is? What class does it belong to (Item, ItemDefinition or other)?

{
          "Shortname": "lmg.m249",
          "DisplayName": "M249•『LV10』",
          "Skin": 0,
          "Amount": 1,
          "Condition": 500.0,
          "MaxCondition": 500.0,
          "Ammo": 0,
          "Ammotype": "ammo.rifle",
          "Position": 0,
          "Frequency": -1,
          "BlueprintShortname": null,
          "Text": "{\r\n  \"exp\": 0,\r\n  \"lv\": 10,\r\n  \"buff\": {\r\n    \"attack\": 0.0,\r\n    \"crit\": 0.0,\r\n    \"critAttack\": 0.0,\r\n    \"vampire\": 0.0,\r\n    \"fire\": 0.0,\r\n    \"bane\": 0.0,\r\n    \"baneAmount\": 0.0,\r\n    \"magazine\": 0.0\r\n  }\r\n}",
          "Contents": []
        }

This is in the kits plugin, it can recognize Text. Can you see if it can help you,

"Text": "{\r\n  \"exp\": 0,\r\n  \"lv\": 10,\r\n  \"buff\": {\r\n    \"attack\": 0.0,\r\n    \"crit\": 0.0,\r\n    \"critAttack\": 0.0,\r\n    \"vampire\": 0.0,\r\n    \"fire\": 0.0,\r\n    \"bane\": 0.0,\r\n    \"baneAmount\": 0.0,\r\n    \"magazine\": 0.0\r\n  }\r\n}",
         

MTriper

Posted

23 hours ago, laodu said:
{
          "Shortname": "lmg.m249",
          "DisplayName": "M249•『LV10』",
          "Skin": 0,
          "Amount": 1,
          "Condition": 500.0,
          "MaxCondition": 500.0,
          "Ammo": 0,
          "Ammotype": "ammo.rifle",
          "Position": 0,
          "Frequency": -1,
          "BlueprintShortname": null,
          "Text": "{\r\n  \"exp\": 0,\r\n  \"lv\": 10,\r\n  \"buff\": {\r\n    \"attack\": 0.0,\r\n    \"crit\": 0.0,\r\n    \"critAttack\": 0.0,\r\n    \"vampire\": 0.0,\r\n    \"fire\": 0.0,\r\n    \"bane\": 0.0,\r\n    \"baneAmount\": 0.0,\r\n    \"magazine\": 0.0\r\n  }\r\n}",
          "Contents": []
        }

This is in the kits plugin, it can recognize Text. Can you see if it can help you,

"Text": "{\r\n  \"exp\": 0,\r\n  \"lv\": 10,\r\n  \"buff\": {\r\n    \"attack\": 0.0,\r\n    \"crit\": 0.0,\r\n    \"critAttack\": 0.0,\r\n    \"vampire\": 0.0,\r\n    \"fire\": 0.0,\r\n    \"bane\": 0.0,\r\n    \"baneAmount\": 0.0,\r\n    \"magazine\": 0.0\r\n  }\r\n}",
         

CraftingPanel searches for items in the player's inventory using other plugins (Backpacks and ItemRetriever, if available on the server). And there is no way to check the “Text” parameter in them. Even if you don't use these plugins on your server, I don't want to add new functionality for your sake alone. Please understand me correctly.

laodu

Posted

5 hours ago, MTriper said:

CraftingPanel searches for items in the player's inventory using other plugins (Backpacks and ItemRetriever, if available on the server). And there is no way to check the “Text” parameter in them. Even if you don't use these plugins on your server, I don't want to add new functionality for your sake alone. Please understand me correctly.

Can I customize a feature with you privately? I am willing to pay for this.

BetterDeadThanZed

Posted

I'd post this on Discord but I'm in so many Discord servers that I can't remember which one is for this plugin, and there's no link in the description.

I'm seeing this in my console:

Failed to call hook 'OnPlayerDeath' on plugin 'CraftingPanel v1.2.8' (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.CraftingPanel.ClosePanel (BasePlayer player) [0x00048] in <3fa0dffda4704d928f9afa33d8929b18>:0
at Oxide.Plugins.CraftingPanel.OnPlayerDeath (BasePlayer player) [0x00028] in <3fa0dffda4704d928f9afa33d8929b18>:0
at Oxide.Plugins.CraftingPanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x009b6] in <3fa0dffda4704d928f9afa33d8929b18>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

 

MTriper

Posted

14 hours ago, BetterDeadThanZed said:

I'd post this on Discord but I'm in so many Discord servers that I can't remember which one is for this plugin, and there's no link in the description.

I'm seeing this in my console:

Failed to call hook 'OnPlayerDeath' on plugin 'CraftingPanel v1.2.8' (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.CraftingPanel.ClosePanel (BasePlayer player) [0x00048] in <3fa0dffda4704d928f9afa33d8929b18>:0
at Oxide.Plugins.CraftingPanel.OnPlayerDeath (BasePlayer player) [0x00028] in <3fa0dffda4704d928f9afa33d8929b18>:0
at Oxide.Plugins.CraftingPanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x009b6] in <3fa0dffda4704d928f9afa33d8929b18>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

 

Fixed in version 1.2.9.

Yunkady

Posted

I have this plugin, which has sections, items, and item skins. You can set privileges on sections, items, and item skins, which are then given to the player. If a player has a privilege, then he is allowed to use (craft) a section, an item, or an item skin. The plugin looks like this: if the player has the privilege of a section, then the section is displayed to him, if it does not, then it is not displayed. Each section has a list of items: if the player has a privilege, he can craft these items, if there is no privilege, then a little noticeable icon appears that cannot be crafted. Each item can have a skin: if the player has a privilege, then he can craft this skin, if not, then the item is unsightly blocked and the player cannot craft it.

Is it possible to add such a feature so that items and their skins, to which the player has no privilege, are not displayed anywhere, but as soon as the privilege appears, they are displayed?

MTriper

Posted

19 minutes ago, Yunkady said:

I have this plugin, which has sections, items, and item skins. You can set privileges on sections, items, and item skins, which are then given to the player. If a player has a privilege, then he is allowed to use (craft) a section, an item, or an item skin. The plugin looks like this: if the player has the privilege of a section, then the section is displayed to him, if it does not, then it is not displayed. Each section has a list of items: if the player has a privilege, he can craft these items, if there is no privilege, then a little noticeable icon appears that cannot be crafted. Each item can have a skin: if the player has a privilege, then he can craft this skin, if not, then the item is unsightly blocked and the player cannot craft it.

Is it possible to add such a feature so that items and their skins, to which the player has no privilege, are not displayed anywhere, but as soon as the privilege appears, they are displayed?

Hi, this can't be done because the plugin caches all items across all categories when loading. This is necessary for the pages to be displayed at once, and not generated every time the player goes through the sections.

Yunkady

Posted

When reviewing the plugin, filtering was added to the display of skins:

if (skin.activPermission && !ins.permission.UserHasPermission(player.UserIDString, $"craftingpanel.{currentItem.parentSection}.{currentItem.permission}.{skin.permission}")) continue;

Now if the player does not have rights to the skin of the item, the player does not see it.

The output of sections was reviewed, which is displayed only when the player has the privilege.

In a similar way, I wanted to change the display of items in the section without violating the logic of your code, but apparently I am missing something. To the output of items, I added filtering by the entire condition in void item, redefined the list of available items (that is, all items are also initialized when loading the plugin, but should not be displayed by filtering if there are no permissions). Unfortunately, my knowledge of the code and the experiment to improve the plugin ended, all the items are still displayed in their sections, to which the player has permission and which he does not.

Yunkady

Posted

For now:
Sections are displayed if the user has permission
Skins are displayed if the user has a permission

MTriper

Posted

1 hour ago, Yunkady said:

When reviewing the plugin, filtering was added to the display of skins:

if (skin.activPermission && !ins.permission.UserHasPermission(player.UserIDString, $"craftingpanel.{currentItem.parentSection}.{currentItem.permission}.{skin.permission}")) continue;

Now if the player does not have rights to the skin of the item, the player does not see it.

The output of sections was reviewed, which is displayed only when the player has the privilege.

In a similar way, I wanted to change the display of items in the section without violating the logic of your code, but apparently I am missing something. To the output of items, I added filtering by the entire condition in void item, redefined the list of available items (that is, all items are also initialized when loading the plugin, but should not be displayed by filtering if there are no permissions). Unfortunately, my knowledge of the code and the experiment to improve the plugin ended, all the items are still displayed in their sections, to which the player has permission and which he does not.

Did you read the license agreement when you purchased the plugin? You cannot modify or publish the code of the plugin. And I will not discuss here how to modify the plugin to do what you want. I wrote right away that it is impossible to do it.

KiKiSa

Posted

Regarding variations, are we able to control the different items required to craft an item based on the selected variation? For example, if I have hazmat suit variations like the Arctic suit and Nomad suit, can I set different required resources for each, or would I need to create them separately without using the variation option?

MTriper

Posted

23 hours ago, KiKiSa said:

Regarding variations, are we able to control the different items required to craft an item based on the selected variation? For example, if I have hazmat suit variations like the Arctic suit and Nomad suit, can I set different required resources for each, or would I need to create them separately without using the variation option?

The variations use the same ingredients for crafting. Therefore, for each suit you will have to create a separate item in the category.

KiKiSa

Posted

7 minutes ago, MTriper said:

The variations use the same ingredients for crafting. Therefore, for each suit you will have to create a separate item in the category.

Do you think in future updates you could include an option to set different required resources for each variation in the config? For example, as a server owner, I have many metal facemask skins with custom defense properties. Currently, this means a lot of different masks appear in the crafting menu, but with the ability to set resources by variation, it would help keep things more organized. I hope this makes sense to you 🙂

MTriper

Posted

21 hours ago, KiKiSa said:

Do you think in future updates you could include an option to set different required resources for each variation in the config? For example, as a server owner, I have many metal facemask skins with custom defense properties. Currently, this means a lot of different masks appear in the crafting menu, but with the ability to set resources by variation, it would help keep things more organized. I hope this makes sense to you 🙂

Hi, unfortunately that's not going to happen. The point of the variations is to craft items of the same type (e.g. picture frames, inflatable circle, scientist costumes, etc.). If you have items with different characteristics (and therefore different prices), then you will have to create each item separately and it does not matter what kind of item it is.

PhatBlinkie

Posted

(23:05:31) | Failed to call hook 'OnPlayerDeath' on plugin 'CraftingPanel v1.2.10' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.CraftingPanel.ClosePanel (BasePlayer player) [0x0000d] in <06539a7293bb44dcb2dc8af638ee194a>:0

at Oxide.Plugins.CraftingPanel.OnPlayerDeath (BasePlayer player) [0x00028] in <06539a7293bb44dcb2dc8af638ee194a>:0

at Oxide.Plugins.CraftingPanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x009b6] in <06539a7293bb44dcb2dc8af638ee194a>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

 

PhatBlinkie

Posted

also onplayerdisconnected, this needs to be patched

 

MTriper

Posted

52 minutes ago, PhatBlinkie said:

(23:05:31) | Failed to call hook 'OnPlayerDeath' on plugin 'CraftingPanel v1.2.10' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.CraftingPanel.ClosePanel (BasePlayer player) [0x0000d] in <06539a7293bb44dcb2dc8af638ee194a>:0

at Oxide.Plugins.CraftingPanel.OnPlayerDeath (BasePlayer player) [0x00028] in <06539a7293bb44dcb2dc8af638ee194a>:0

at Oxide.Plugins.CraftingPanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x009b6] in <06539a7293bb44dcb2dc8af638ee194a>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

 

Hi, I don't have any such errors. How do I reproduce it?

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